Hey, sorry, the game interface can only displays controller inputs. But you can see mouse and keyboard inputs on the itch.io game page or in the readme file :) As this is just a prototype, we didn't take the time to implement keyboard display. Sorry about that!

My son has really enjoyed playing En Garde. Unfortunately though the game no longer seems to work for us because the 'New Game' button is disabled. Is there any way to re-enable it? We tried removing all the game files from AppData\Local\En Garde, and then tried removing our copy and reinstalling. Still no luck! If you know of anything else we can try please let us know.

Hi! That's strange, we'll have a look at this and try to find what's happening. Were you able to play only once before the button got disabled? Does the button appear visually disabled (grayed out) too? Have you tried clicking with the mouse or did you use a gamepad? We're really glad that your son loves the game!

Hey :) Same problem here. I downloaded a beta a long time ago, thought it was a problem due to the old version, so I got the latest one from here, "New Game" is still unavailable. Grayed out, so neither mouse or gamepad works.

This is what the screen looks like for us. The button is disabled and we can't click on it using a mouse. My son was able to play several times before we ran into this issue. He's also tried playing with XBox and PlayStation gamepads.

yeah it's a bit hard to use. You just need to press the button once when you see an enemy preparing an attack, but you need to wait until the very last moment before being hit if you want to do a perfect parry.

This is a really fun game but it makes me feel like im in a theatre production with the quirky jokes. The one thing that was a problem was with the tutorial. I made a video on it and would love to hear what you thought about it.

The only two things I felt a bit off, was the combat got a bit repetitive after a bit. Would be nice to see some different moves, but for a small game like this I can understand.The second thing, which was a bit annoying, was that the game could use a keyboard tutorial instead of controller.

Hi there! Great project, are there any plans to continue this? I work for a game publisher and we'd be happy to work with you in helping you publish to steam. If you're interested feel free to send me an email at deana@sedoc.net

This was really good. The use of the kick as a contextual environmental tomfoolery button, as well as the dash as being surprisingly versatile based on the environment, was an excellent change - felt like a more hilarious assassin's creed 2 or something. Though I did feel like with the freerunning I wanted some kind of divetackle button, especially with all the captains I was chasing.

Parry probably needs a more explicit visual marker or animation even when (or especially when) you do it with no incoming attack, so you can be better sure of the timing. It also seemed very easy to catch enemies into a kind of wake-up stunlock and deal massive damage when they were standing up.

Finally, enemy impacts didn't really feel like there was much oomph to them - the feeling when you did land a hit, or were hit, felt somewhat insubstantial.